theckhd wrote:Fuck no, we've seen what you do to guilds. Just imagine what you could do to an entire country. Just visiting the US might be enough to make the southern states try to secede again.

halabar wrote:Noo.. you don't realize the problem. Worldie was to negative guild breaking energy like Bolvar is to the Scourge. If Worldie is removed, than someone must pick up that mantle, otherwise that negative guild breaking energy will run rampant, destroying all the servers.

Sabindeus wrote:Side note: DO we know if, after switching to the 2 roll system, that Enemy Defense still reduces your chance to block?

I believe we tested it, but in any event I think it was explicitly mentioned when the new system was explained to us.

Regarding 4-piece: 5 seconds per HP makes a lot more sense than 40% per HP, I agree. That said, it's still problematic for a few reasons:

1) Turns WoG into a buff-maintenance ability. Remember all the complaining about keeping Inq up (hell, Rets still complain about it, unfairly IMO)?

2) Using WoG to maintain the 40% buff eliminates the BoG mechanic. The point of BoG is to give you one powerful WoG as a reactive ability, but not let you spam really big WoGs either. It's a good mechanic. But if you're using WoG to maintain a block buff, you're never going to have enough stacks of BoG to use it properly. A WoG without BoG is pretty weak, and arguably not worth using reactively at all (better to SotR and pray for a big absorb at that point, SotR will mitigate more damage than WoG will heal for).

3) 40% post-DR is a lot of block. We need 104.5% to block cap now. We get 13% passively from talents. Chop another 40% off of that and we're down to 51.5% block required from mastery to cap. 8% of which we have baseline, so 43.5% worth of rating. Still a lot, and probably not attainable in T15 gear yet, but frighteningly close. If you went with an all-out mastery build, dropped hit/exp caps, gemmed and reforged for mastery, you might get close. That's dangerous, for the same reasons it was broken in Cataclysm.

I like the idea of a small mitigation benefit for using WoG, but I sincerely hope it doesn't end up being strong enough to encourage us to maintain the buff.

3) 40% post-DR is a lot of block. We need 104.5% to block cap now. We get 13% passively from talents. Chop another 40% off of that and we're down to 51.5% block required from mastery to cap. 8% of which we have baseline, so 43.5% worth of rating. Still a lot, and probably not attainable in T15 gear yet, but frighteningly close. If you went with an all-out mastery build, dropped hit/exp caps, gemmed and reforged for mastery, you might get close. That's dangerous, for the same reasons it was broken in Cataclysm.

43.5% block is 26100 rating without DR, probably more like 33000 rating with DR.

Even if I converted every single point of secondary stat that I have into mastery, I would have ~20000 mastery rating including BoM. Add another 5000 for changing every gem to 320 mastery or whatever the jc gem is and I'd be at about 25000. But, that would mean that every item I had, had the full item budget dedicated to Mastery and nothing else, which isn't going to happen. I doubt we'd be able to get over 30000 Mastery Rating on our gear in T15 gear, heck I'm not sure if it'd be doable in T16.

- The Protection 2pc is additive. It's duration is 5sec per Holy Power. We realize there are concerns about this enabling block capping, and are keeping an eye on this, and will adjust if necessary to make sure it doesn’t happen, even later in the expansion.- The Protection 4pc does incentivize Unbreakable Spirit. We’re considering possible revisions but want to try it like this for now. It's currently "You gain 1 Holy Power for each 20% of your health taken as damage while Divine Protection is active."

It's something that fundamentally changes the way people approach gearing and valor (it makes it impossible to get full best in slot so long as Blizz regularly releases new tiers, for one thing). Not entirely surprised they're deciding to use the launch of this tier (when they weren't planning on allowing new gear to be upgraded anyway) to reevaluate.

KysenMurrin wrote:It's something that fundamentally changes the way people approach gearing and valor (it makes it impossible to get full best in slot so long as Blizz regularly releases new tiers, for one thing). Not entirely surprised they're deciding to use the launch of this tier (when they weren't planning on allowing new gear to be upgraded anyway) to reevaluate.

He's stated that the biggest issue is hit/expertise caps and how they interact with reforging and gear upgrades. How one upgrade requires changing everything, and so on.

We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.

KysenMurrin wrote:It's something that fundamentally changes the way people approach gearing and valor (it makes it impossible to get full best in slot so long as Blizz regularly releases new tiers, for one thing). Not entirely surprised they're deciding to use the launch of this tier (when they weren't planning on allowing new gear to be upgraded anyway) to reevaluate.

The upgradeable gear thing really has me intrigued. During T12 Progression for Dk's, you would probably have never used T12 gear. There was a gear set that you could put together that would hit and Expertise Cap you, and had a TON of Mastery from T11. If you could have gotten the Heroic Pieces, and then upgraded them twice, you probably could have had great survival stats, hit + exp soft cap, + a TON of mastery. I had always wanted to try and put the set together.

well, it's their own fault for making hit/exp a top priority for even more classes.

Maybe they should consider consolidating the stats by groups. Hit/Exp into "Accuracy", Dodge/Parry into "Avoidance", Haste/Crit into "Power", Mastery remains as is and Spirit is gained automatically by converting one stat into Spirit by way of a passive granted to the healing spec.

Klaudandus wrote:well, it's their own fault for making hit/exp a top priority for even more classes.

Maybe they should consider consolidating the stats by groups. Hit/Exp into "Accuracy", Dodge/Parry into "Avoidance", Haste/Crit into "Power", Mastery remains as is and Spirit is gained automatically by converting one stat into Spirit by way of a passive granted to the healing spec.

How would that change anything? Would Accuracy just not be changed by reforging or item upgrades? If so they could just do that with hit/expertise now.

We live in a society where people born on third base constantly try to steal second, yet we expect people born with two strikes against them to hit a homerun on the first pitch.

Paladin- If you have the Protection 2pc, casting Word of Glory again when you already have the block buff will replace the existing buff, if the new one is longer duration. It won’t extend.- The Protection 4pc will not count for Holy Avenger.

Nooska wrote:follow up. Alreayd upgraded gear won't be touched, whether upgrades will be back later will depend on feedback and what the devs thought of it.

WTF???.....

Of all their lame ass half baked backtracking in the past, this takes the cake. So they are going to leave gobs of gear with empty upgrade slots with no upgrade path, all because of qq over reforging, gimme a break. So anyone who followed their advice and took it easy on valor grinding is now fucked over because they might not be able to upgrade the gear they wanted to.

The more they do crap like this, the less and less effort I want to put into the game.

The bright side of this is that I can now run the new LFRs weekly and once I'm done with whatever valor gear the new rep has I can do pet battles or work on killing a few thousand dinosaurs for the mount.

But this will suck for trying to gear up alts.

Amirya wrote:... because everyone needs a Catagonskin rug.

twinkfist wrote:i feel bad for the Mogu...having to deal with alcoholic bears.